Author Topic: Helper Star Sapphire  (Read 2723 times)

Offline joshcja

  • A Member group
  • Posts: 281
  • Burn Yo Bacon
    • View Profile
Helper Star Sapphire
« on: July 19, 2014, 09:00:40 PM »
http://thpp.supersanctuary.net/wiki/Helper_Star_Sapphire

Typing: Water/Nature
Ability: Water absorb
Hp: 90
Atk: 50
Def: 120
Spatk: 80
Spdef: 80
Spd: 60

Helper Star Sapphire likes to help your opponents mon's with all her helpfulness, with her resistance to most steel and earth based stab combination's, a well toned 90/120/80 body, and a slew of tricksy support and boosting moves to complement her respectable 80 spatk. She can help you all right, she can help you DIE.

Star Does Lift (Baton pass Pivot)

Helper Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Def/4 SpAtk
Bold nature (+Def,-Atk)
- Recover
- Baton Pass
- Encore/Nasty plot/Mana charge/Jamming/Barrier/Lucky chant/Substitute
- Hydro Pump/Giga Drain

With her useful typing and resistance to the big bad physical bullies earth type, and steel type we should thank our lucky HStar's for this wonderful little puppet. Usage is simple, swap in on resisted or weak moves then either encore lock, drypass out, or get tha boost. The ev spread is a super creative 252/252 bold for a pretty decent reason, poison jab. With max/max Hstar barely avoids the 2 hit Ko from ye olde resisted stab+P jab when swapping in.

Shhh I'm Hiding (Bulk CM/Sub CM)

Helper Star Sapphire @ Leftovers
Ability: Water Absorb
EVs: 88 HP/252 Def/168 Spd
Bold nature (+Def,-Atk)
- Mana Charge
- Recover/Substitute
- Ice Beam/Hydro Pump
- Giga Drain

With her nifty 90/120 physical bulk and useable 80 spdef HStar is quite capable of running a decent mana charge set. Mana charge is the crux of the set and your boosting move of choice, recover is reliable recovery and allows star to stay around for a long long time, substitute offers a nifty way to avoid status effects and ice beam vs hydro pump depends on your preference of power vs grass/ice neutral coverage. 168 speed allows HStar to speed creep a few toxic happy walls, however its purely optional and if your team needs a bit more bulk go ahead and slap those speed ev's into hp.

Options:HStar can run rain dance over a status buff or encore on her pivot set if your fond of rain teams or sub NP pretty viably. Past that uuuh, hypnosis?

Support:Helper star hates status and spikes as she swaps in, a LOT and is one of the few walls that runs around without either a status immunity or natural cure so a cleric and/or a spinner can be useful if your planing for long games. MIASMA, hurts poor star, it hurts her little fairy soul like ungodly pain, and birds pick on her, so run a damn steel type. Past that just hook her up with some pals that enjoy catching a boost or free turns from drypass or encore and your set.

Counters:Have I mentioned how much HStar hates MIASMA its a 4x weakness man, it hurts her deep. Plus with her paltry 80 base spatk she isn't going to be suppressing many switch ins. Burds also hurt HStar as does any really strong special move. However HStar is a momentum based pivot so often your surefire counter will simply stare down the barrel of a loaded Yumeko. Rather than trying to directly counter HStar your best bet is to get spikes up ASAP (or status her) and pour on the pressure with powerful neutral attackers.
« Last Edit: July 19, 2014, 09:09:06 PM by joshcja »